Update leenkx/blender/lnx/material/make_mesh.py
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@ -686,9 +686,9 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
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if parse_opacity:
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frag.write('indirect = traceDiffuse(wposition, n, voxels, clipmaps).rgb * albedo * voxelgiDiff;')
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frag.write('if (roughness < 1.0 && specular > 0.0){')
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#frag.add_uniform('sampler2D sveloc')
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#frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
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frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), roughness, clipmaps, gl_FragCoord.xy).rgb * specular * voxelgiRefl;}')
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frag.add_uniform('sampler2D sveloc')
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frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
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frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}')
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else:
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frag.add_uniform("sampler2D voxels_diffuse")
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frag.add_uniform("sampler2D voxels_specular")
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@ -779,9 +779,10 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
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if '_MicroShadowing' in wrd.world_defs:
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frag.write(', occlusion')
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if '_SSRS' in wrd.world_defs:
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frag.add_uniform('sampler2D gbufferD', top=True)
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frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
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frag.add_uniform('vec3 eye', '_cameraPosition')
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frag.write(', gl_FragCoord.z, inVP, eye')
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frag.write(', gbufferD, invVP, eye')
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frag.write(');')
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if '_Clusters' in wrd.world_defs:
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@ -794,8 +795,8 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
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if '_VoxelRefract' in wrd.world_defs and parse_opacity:
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frag.write('if (opacity < 1.0) {')
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#frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
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frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), ior, roughness, clipmaps, gl_FragCoord.xy).rgb;')
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frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
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frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;')
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frag.write(' indirect = mix(refraction, indirect, opacity) * voxelgiRefr;')
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frag.write(' direct = mix(refraction, direct, opacity) * voxelgiRefr;')
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frag.write('}')
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